#include "DIALOGS\Rabel Yverneau_dialog.h" void ProcessDialogEvent() { ref NPChar, PChar, d; PChar = GetMainCharacter(); aref Link, Diag; string NPC_meeting; DeleteAttribute(&Dialog,"Links"); makeref(NPChar,CharacterRef); makearef(Link, Dialog.Links); makeref(d, Dialog); makearef(Diag, NPChar.Dialog); switch(Dialog.CurrentNode) { // -----------------------------------Диалог первый - первая встреча case "Exit": Diag.CurrentNode = Diag.TempNode; DialogExit(); break; case "First time": Dialog.defAni = "Sit_HeadonHand"; Dialog.defCam = "1"; Dialog.defSnd = "dialogs\0\017"; Dialog.defLinkAni = "dialog_1"; Dialog.defLinkCam = "1"; Dialog.defLinkSnd = "dialogs\woman\024"; Dialog.ani = "Sit_HeadonHand"; Dialog.cam = "1"; Dialog.snd = "voice\RAYV\RAYV001"; Diag.TempNode = "Talk_AfterTavern"; d.Text = DLG_TEXT[0]; Link.l1 = DLG_TEXT[1] + NPChar.name + " " + Npchar.lastname + DLG_TEXT[2]; Link.l1.go = "First time_1"; break; case "First time_1": Dialog.snd = "voice\RAYV\RAYV002"; d.Text = DLG_TEXT[3]; Link.l1 = Characters[GetCharacterIndex(DLG_TEXT[4])].name + DLG_TEXT[5]; Link.l1.go = "First time_2"; break; case "First time_2": Dialog.snd = "voice\RAYV\RAYV003"; d.Text = DLG_TEXT[6]; Link.l1 = DLG_TEXT[7] + Pchar.name + " " + PChar.lastname + DLG_TEXT[8] + Characters[GetCharacterIndex(DLG_TEXT[9])].name + DLG_TEXT[10]; Link.l1.go = "Node_2"; break; case "Node_2": Dialog.snd = "voice\RAYV\RAYV004"; d.Text = RandSwear() + DLG_TEXT[11]; Link.l1 = DLG_TEXT[12]; Link.l1.go = "Node_3"; break; case "Node_3": Dialog.snd = "voice\RAYV\RAYV005"; d.Text = DLG_TEXT[13]; Link.l1 = DLG_TEXT[14]; Link.l1.go = "Node_4"; break; case "Node_4": Dialog.snd = "voice\RAYV\RAYV006"; d.Text = DLG_TEXT[15] + Characters[GetCharacterIndex(DLG_TEXT[16])].name + DLG_TEXT[17]; Link.l1 = DLG_TEXT[18]; Link.l1.go = "Node_5"; break; case "Node_5": Dialog.snd = "voice\RAYV\RAYV007"; d.Text = DLG_TEXT[19]; Link.l2 = DLG_TEXT[20]; Link.l2.go = "Node_6"; break; case "Node_6": Dialog.snd = "voice\RAYV\RAYV008"; d.Text = DLG_TEXT[21]; Link.l1 = DLG_TEXT[22]; Link.l1.go = "exit"; DoQuestCheckDelay("Story_Blaze_and_Rabel_Leave_tavern", 1.0); break; case "Talk_AfterTavern": Dialog.snd = "voice\RAYV\RAYV009"; d.Text = DLG_TEXT[23]; Link.l1 = DLG_TEXT[24]; Link.l1.go = "Exit"; break; case "Let's get out": Dialog.snd = "voice\RAYV\RAYV010"; Diag.TempNode = "Just_a_talk"; d.Text = DLG_TEXT[25]; Link.l1 = DLG_TEXT[26]; Link.l1.go = "exit"; AddDialogExitQuest("rabel_yverneau_exit_run"); break; case "Just_a_talk": Dialog.snd = "voice\RAYV\RAYV011"; Diag.TempNode = "Just_a_talk"; d.Text = DLG_TEXT[27]; Link.l1 = DLG_TEXT[28]; Link.l1.go = "Exit"; break; } }